Interactive storytelling in the context of Human-Computer Interaction


Interactive storytelling in the context of Human-Computer Interaction

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⭐ Core Definition: Interactive storytelling

Interactive storytelling (also known as interactive drama) is a form of digital entertainment in which the storyline is not predetermined. The author creates the setting, characters, and situation which the narrative must address, but the user (also reader or player) experiences a unique story based on their interactions with the story world. The architecture of an interactive storytelling program includes a drama manager, user model, and agent model to control, respectively, aspects of narrative production, player uniqueness, and character knowledge and behavior. Together, these systems generate characters that act "human," alter the world in real-time reactions to the player, and ensure that new narrative events unfold comprehensibly.

The field of study surrounding interactive storytelling encompasses many disparate fields, including psychology, sociology, cognitive science, linguistics, natural language processing, user interface design, computer science, and emergent intelligence. They fall under the umbrella term of Human-Computer Interaction (HCI), at the intersection of hard science and the humanities. The difficulty of producing an effective interactive storytelling system is attributed to the ideological division between professionals in each field: artists have trouble constraining themselves to logical and linear systems and programmers are disinclined to appreciate or incorporate the abstract and unproven concepts of the humanities.

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Interactive storytelling in the context of Adventure game

Adventure games are a video game genre in which the player assumes the role of a protagonist in an interactive story, driven by exploration and/or puzzle-solving. The genre's focus on story allows it to draw heavily from other narrative-based media, such as literature and film, encompassing a wide variety of genres. Most adventure games (text and graphic) are designed for a single player, since the emphasis on story and character makes multiplayer design difficult. Colossal Cave Adventure is identified by Rick Adams as the first such adventure game, first released in 1976, while other notable adventure game series include Zork, King's Quest, Monkey Island, Syberia, and Myst.

Adventure games were initially developed in the 1970s and early 1980s as text-based interactive stories, using text parsers to translate the player's commands into actions. As personal computers became more powerful with better graphics, the graphic adventure-game format became popular, initially by augmenting player's text commands with graphics, but soon moving towards point-and-click interfaces. Further computer advances led to adventure games with more immersive graphics using real-time or pre-rendered three-dimensional scenes or full-motion video taken from the first- or third-person perspective. Currently, a large number of adventure games are available as a combination of different genres with adventure elements.

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Interactive storytelling in the context of Heritage interpretation

Heritage interpretation refers to all the ways in which information is communicated to visitors to an educational, natural or recreational site, such as a museum, park or science centre. More specifically it is the communication of information about, or the explanation of, the nature, origin, and purpose of historical, natural, or cultural resources, objects, sites and phenomena using personal or non-personal methods. Some international authorities in museology prefer the term mediation for the same concept, following usage in other European languages.

Heritage interpretation may be performed at dedicated interpretation centres or at museums, historic sites, parks, art galleries, nature centres, zoos, aquaria, botanical gardens, nature reserves and a host of other heritage sites. Its modalities can be extremely varied and may include guided walks, talks, drama, staffed stations, displays, signs, labels, artwork, brochures, interactives, audio-guides and audio-visual media. The process of developing a structured approach to interpreting these stories, messages and information is called interpretive planning. The thematic approach to heritage interpretation advocated by University of Idaho professor Sam Ham, the National Association for Interpretation, the US National Park Service, and others, is considered best practice.

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